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==Chaos Daemons== === Why Play Chaos Daemons === *'''Pros''' **Daemons **Have Great Protection against shooting attacks and the majority also have Great Melee offense/defense. **Pink horrors may be one of the best objective catchers in the game **All units may prove useful depending on opponent and mission *'''Cons''' **Most operatives lack ranged weapons unless you spend EP. **Utterly simplistic which means utterly predictable. Each unit does exactly one thing well. **Despite being 'Chaos' you may have the least team variety in the game. === CD Wargear === *'''Brass Horns (1EP):''' {{W40kKeyword|Khorne}} operatives only. The bearer can reroll one attack die in combat if they performed a charge action. *'''Scorched Skull (3EP):''' {{W40kKeyword|Khorne}} operatives only. Gives a ranged weapon equivalent to a SM Bolt rifle. *'''Rancid Vomit (3EP):''' {{W40kKeyword|Nurgle}} operatives only. You basically get a flamer with a shorter Torrent range but better crit damage. *'''Death's Heads (1EP):''' {{W40kKeyword|Nurgle}} operatives Only. Grants a close-range attack to extend the limited threat range of plaguebearers. *'''Alluring Musk (3EP):''' {{W40kKeyword|Slaanesh}} operatives only. Grants a ranged attack in the loosest sense of the word. While it has a 2+ BS, the damage is absolutely pitiful so you'd best hope you score a crit for Stun to take effect. *'''Piercing Claws (2EP):''' {{W40kKeyword|Slaanesh}} only. Gains +1 damage and Rending on crits. *'''Ritual Dagger (2EP):''' {{W40kKeyword|Blue Horror}} or {{W40kKeyword|Pink Horror}} operatives only. Essentially a pink horror's default fist with the Balanced rule and a surprising 6 damage on a crit. *'''Trinket of Flux (2EP):''' {{W40kKeyword|Blue Horror}} or {{W40kKeyword|Pink Horror}} operatives only. +1 damage to the Horror's ranged flame attack. === CD Units === Several things are repeated on sheets, so to save space. The majority have 5++ invl save, so getting a reliable defense save against shooting attacks for operatives in this wound tier also never carrying about the strong AP weapon property. The icon Bearer is used to claim priority on objectives and can be planted as an action to grant better invl save (4++). The hornblower grants their respective colleagues +circle/1" when they take a normal move or charge action for the rest of the turning point, first operative you activate is to let your Daemons cover lots of ground to reach melee or objectives. the Kill-team consists of two fire teams. <tabs> <tab name="Bloodletter Fireteam"> This Seek & Destroy fireteam is composed of 6 of the following: *0-1 Bloodreaper (if there are no other leaders) *3-6 Bloodletter Fighter *0-1 Bloodletter Icon Bearer *0-1 Bloodletter Horn Bearer *'''Bloodreaper (Combat):''' Gets +1 to hit and an extra wound compared to the Fighters. Likely the ones to lead any charges. *'''Bloodletter Fighter (Combat):''' A remarkably brutal melee operative. Each one comes with a hellblade, a sword with the damage of a power weapon and Lethal 5+ for extra crits. Each is also reasonably protected with 8 wounds and a 5++ invuln native to this entire team. *'''Bloodletter Icon Bearer (Combat):''' Objective claimer and Defense buffer, no reason not to have one. *'''Bloodletter Hornblower (Combat):''' Speeds up your boys reaching melee, no reason not to have one. </tab> <tab name="Daemonette Fireteam"> This Seek & Destroy/Recon fireteam is composed of 6 of the following: *0-1 Alluress (if there are no other leaders) *3-6 Daemonette Fighter *0-1 Daemonette Icon Bearer *0-1 Daemonette Horn Bearer *'''Alluress (Combat, Scout):''' Gets +1 to hit and an extra wound compared to the Fighters. *'''Daemonette Fighter (Combat, Scout):''' The infantry butcher and speed freaks when the Horn and their ploy gets used. Their Claws come with Relentless, meaning that you don't have to work hard to get every hit to deal damage. *'''Daemonette Icon Bearer (Combat, Scout):''' The objective claimer and defense buffer. with their unique ploy makes Daemonette the better deamon at claim and holding objective early game or mincing up enemies. *'''Daemonette Hornblower (Combat, Scout):''' needed to turn average move distance into quickly crossing the board </tab> <tab name="Plaguebearer Fireteam"> This Security fireteam is composed of 6 of the following: *0-1 Plagueridden (if there are no other leaders) *3-6 Plaguebearer Fighter *0-1 Plaguebearer Icon Bearer *0-1 Plaguebearer Horn Bearer *'''Plagueridden (Staunch):''' Gets +1 to hit and an extra wound compared to the Fighters. *'''Plaguebearer Fighter (Staunch):''' A slower (2 circles/4") but tanky operative given his 5+++ feel no pain. Even better is that they are immune to the Injured condition, which would otherwise absolutely cripple them. Their plagueswords are as dangerous as the other melee-centric daemons though these lack any fun rules. If they do get close they can use the Contagion ploy to make it harder for an enemy to fight back or run away, so pair with another fighter to overwhelm. *'''Plaguebearer Icon Bearer (Staunch):''' Banner to boost defense. *'''Plaguebearer Hornblower (Staunch):''' Horn blower, lets Plaguebearers move at a more bearable 5"/8" if dashing. </tab> <tab name="Pink Horror Fireteam"> This Security fireteam is composed of 6 of the following: *0-1 Iridescent (if there are no other leaders) *3-6 Pink Horror Fighter *0-1 Pink Horror Icon Bearer *0-1 Pink Horror Horn Bearer *'''Iridescent (Marksman):''' Gets +1 to hit with Flames and an extra wound compared to the Fighters. *'''Fighter (Marksman):''' Your gunners, shooting flames equivalent to a bolter for free where other daemons need to spend EP for some form of shooting. They only hit only as hard as a Guardmen in combat so like a Sister of battle, stay out of melee. *'''Icon Bearer (Marksman):''' Boost your saves in case you need the extra protection. *'''Hornblower (Marksman):''' Boost your speed. As your horrors are gunners, they're most likely to hide behind cover. </tab> <tab name="Blue Horror Fireteam (Max 1)"> This Security/Recon fireteam is composed of 8 Blue Horrors (Max 1 per kill team) *'''Blue Horror (Marksman, Scout):''' Pink Horror but weak and spammable. These horrors have GA2 for better mobility but only a 6++ Invuln save instead of the normal 5++ Daemons get. Not helping things is that their shooting has degraded to being as powerful as a laspistol with a range of pentagon/6". *'''Brimstone Horrors:''' Chaff if there was ever a need to use the word. Only present if a blue horror uses Split, but these guys have become nothing more than distractions. At this point they not only lose more wounds, but they now only have their fists to save them and a 6++ invuln without any saves in melee. Even worse is that all mission objectives cost an additional AP, making them practically useless for the job. If you do narrative play, these things won't even stick around after the game, so you're stuck grabbing another blue horror. </tab> </tabs> ===CD Ploys=== <tabs> <tab name="Strategic Ploys"> *'''Unstable Ferocity (1 CP):''' All {{W40kKeyword|Khorne}} operatives gain +1 attack on their hellblades. *'''Quickness Swiftness (1 CP):''' All {{W40kKeyword|Slaanesh}} operatives get a free Dash action when activated. *'''Glistening Barrage (1 CP):''' All {{W40kKeyword|Tzeentch}} operatives' ranged weapons gain Ceaseless for spammable fire. *'''Contagion (1 CP):''' All enemies within 2" of a {{W40kKeyword|Nurgle}} operative are treated as injured, tying them up for fellow plaguebearers to rip them to bits. </tab> <tab name="Tactical Ploys"> *'''Warp Surge (1 CP):''' When an operative is shot at, for the end of the turning point, they can reroll all defense dice. *'''Ephemeral Regeneration (1 CP):''' An activated operative regains 2D3 wounds. Excellent. *'''Split (1/2 CP):''' Horror spilt. A {{W40kKeyword|Pink Horror}} operative spends 2 CP to become two {{W40kKeyword|Blue Horror}} operatives while a {{W40kKeyword|Blue Horror}} operative spends 1 CP to turn into two {{W40kKeyword|Brimstone Horrors}} operatives. If used in narrative play, this split means that you've lost your operative forever, so you'll need to buy them back. </tab> </tabs> ===CD Strategies=== <div class="toccolours mw-collapsible mw-collapsed"> '''CD Strategies:''' <div class="mw-collapsible-content"> Your Daemons are extremely powerful and very good at what they do, but remember you can and will need to shift things up to maintain presence. That's difficult given how little you have to work with but basically it amounts to remembering your strengths and planning ahead, possibly even to a meta level. You are obvious. A horde of Bloodletters will do one thing and your opponent knows what it is; but you know that they know that, so think ahead to where they might try to counter and beat them to the punch. Your defenses and resilience are phenomenal at range so you can risk movement that others would be wary to take in the open. Don't rely on this too much but it offers you a lot of aggressive options. Your four units (five if you count blue horrors) absolutely should overlap to make up for their weaknesses. Plaguebearers can shield anything. Daemonettes can rush ahead of the pack or flank quickly. Bloodletters can't be ignored as distractions. Horrors can take objectives and whittle down targets afar. Use them together. Alternatively, if you ''really'' want to do one thing well, you can double down on the same faction and take two Units of one type; this makes each Icon and Horn twice as valuable and your Strategic Ploys affect your whole team instead of half; but your weaknesses will be even more pronounced and you won't be as reactive. </div> </div> <div class="toccolours mw-collapsible mw-collapsed"> '''Counterplay:''' <div class="mw-collapsible-content"> Daemons of Chaos of a powerful warband but a plain one. Each unit does exactly one thing well and you can predict what they'll do just by looking at them; Khornates will get close, Nurglites will tarpit, etc. If you see where they are you can easily counter them and deny them their strengths. They have few means to change up their gear and their commands are extremely limited as well, so if you can remember four things at once you've more or less got their entire stratagem down at a glance. They always have four buff units and taking them out can really hamper their efforts - just remember to prioritize based on what units you're facing. Removing a defense buff from Plaguebearers is good but they're still tanky as hell by default - hamstringing them may be better so they never get close. Likewise taking speed out of Slaaneshi sails may be a moot point if they're still faster than you anyway. </div> </div>
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